Zero Suit Samus (SSBU)/Down special: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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Zero Suit performs an aerial cartwheel. The direction she travels in can be decided by moving the control stick backwards to flip backwards or simply inputting the [[down special]] to make her flip forwards. Aside from acting as a third [[jump]] that does not render her [[helpless]], the move has outstanding utility due to its numerous advantages.  
Zero Suit performs an aerial cartwheel. The direction she travels in can be decided by moving the control stick backwards to flip backwards or simply inputting the [[down special]] to make her flip forwards. Aside from acting as a third [[jump]] that does not render her [[helpless]], the move has outstanding utility due to its numerous advantages.  


First, the move can act as a reliable [[recovery]] option due to its good distance and inability to cause helplessness. It plays a key role in Zero Suit Samus's strong recovery as she can use Flip Jump to gain horizontal distance, then double jump and use [[Boost Kick]] or double jump followed by Flip Jump and Boost Kick. It can also be used in tandem with her [[grab aerial|zair]] and [[Plasma Whip]]. Due to its great synergy with her jump height and other special moves, it grants Zero Suit Samus a great offstage presence.  
First, the move can act as a reliable [[recovery]] option due to its good distance and inability to cause helplessness. It plays a key role in Zero Suit Samus's strong recovery as she can use [[Flip Jump]] to gain horizontal distance, then double jump and use [[Boost Kick]] or double jump followed by Flip Jump and Boost Kick. It can also be used in tandem with her [[grab aerial|zair]] and [[Plasma Whip]]. Due to its great synergy with her jump height and other special moves, it grants Zero Suit Samus a great offstage presence.  


It also has [[intangibility]] on frames 3-12 of the move. Combined with its horizontal distance and ability to choose direction, it is a fantastic option for breaking out of disadvantage, making it one of the best "get out of jail free cards" in the game.  
It also has [[intangibility]] on frames 3-12 of the move. Combined with its horizontal distance and ability to choose direction, it is a fantastic option for breaking out of disadvantage, making it one of the best "get out of jail free cards" in the game.